/Engine/Source/Runtime/Engine/Classes/Engine/StreamableManager.h
Synchronously load the referred asset and return the loaded object, or nullptr if it can't be found. This can be very slow and may stall the game thread for several seconds.
[UObject](API\Runtime\CoreUObject\UObject\UObject) * LoadSynchronous ( const [FSoftObjectPath](API\Runtime\CoreUObject\UObject\FSoftObjectPath) & Target, bool bManageActiveHandle, [TSharedPtr](API\Runtime\Core\Templates\TSharedPtr)< [FStreamableHandle](API\Runtime\Engine\Engine\FStreamableHandle) > * RequestHandlePointer )